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Drug Dealer Simulator 2 News

Patch #4 has landed!

Dealers, patch #4 is here and it addresses a lot of issues and introduces some new features requested by y’all. Shall we dive in?

[h2]Bugfixes:[/h2]
  • Fixed multiple replication issues for joining players and reworked parts of the net code for more data flow stability. The fixes are retroactive and will work with saved games where the problems occurred:
    - Fixed a bug where in some more advanced gameplays joining players would not get data of cartel employees and clients, resulting in workstation assignment issues, client and employee avatar and data issues, sms data issues;
    - Fixed bugs considering map marker replication and discovered markers disappearing after reloading the game, also fixed issues that could occur in single-player sessions.
  • Fixed a bug where joining players would have their fog of war reset after each session rejoin and/or game load. The fix is not retroactive, as the data is lost but the FOW will keep saving properly from now on. (Keep in mind the point of FOW save is the point of game save, so if you disconnect the fog may reset to the state when you’ve last saved the cartel progress);
  • Fixed a bug with the Benita questline, where Jean would reset if we saved and loaded while leading him to Benita. Now after load, he will wait close to his original position to be reacquired by a player and follow the first player that comes close (trying to phrase the description to avoid spoilers). The fix should work retroactively if the escort task is active on the load;
  • Fixed a bug with the Benita questline where when we get defeated in the fight the questline might bug out. This fix might not be retroactive for some players;
  • Fixed issues concerning morphine vial stacking while crafting them on the DIY table;
  • Fixed over 170 occurrences of translation issues – untranslated elements, Polish phrases and other translation problems all over the project (dialogues, radial menus, UI, names and descriptions, call-to-action phrases and many others). Some individual phrases may sometimes come up as we are constantly changing and adding things to the game and translating the texts in batches;
  • Added object count optimizations to reduce the chance of object pool overflow crashes that occurred for some of the players;
  • Fixed a bug where water could fill the substance storage after cancelling crafts in hideouts with running water (now the water is not being returned anymore);
  • Fixed a bug where in some cases hideout doors could stay blocked after a raid occurred;
  • Fixed multiple bugs concerning hideouts (furniture placement issues and more);
  • Fixed a bug where the FPS limit setting would reset after closing and opening the game;
  • Fixed a bug where in some cases the player could not talk to the priest influencer;
  • Fixed an issue with the task to „Learn about obtaining citizenship” when the citizenship was already obtained;
  • Fixed a bug where the cocaine leaves delivery would be unavailable after loading a saved game;
  • Fixed a bugged client spawn in one location, where the client would spawn inside a wall.

[h2]Quality of Life improvements and requested features:[/h2]
  • Reworked the furniture mode, improved it visually and added new features;
  • Added the ability to sell furniture and equipment from the collection;
  • Added the ability to edit the name of your hideouts (the name will change in all places including the map and notifications for better readability);
  • Added the ability to remove substances from the substance storage;
  • Added a display of used power and produced waste to the furniture mode with tooltips where you can check the estimated cost;
  • Changed the waste mechanics to a billing mechanism similar to power and water usage. The waste will no longer use substance storage space, and the bill will be automatically withdrawn from your wealth daily just like power. The change is retroactive, the accumulated substance waste will be automatically converted to the bill on load. The trash bins do not work anymore, but they stayed as they will serve a purpose later on;
  • Significantly reduced the cost of waste removal from B5 per gram to B2;
  • Added the feature to disable drugs from being sold on certain territories. Disabled drugs will not receive new orders and their demand will slowly drain while they remain disabled. Keep in mind that disabling a drug will skip the potential orders and immediately reduce the number of sales for some time. The sale of the drug can be disabled and re-enabled at any time;
  • Added 4 growing stages for cannabis production so you can visually evaluate the stage of production;
  • Added employee (dealers and distributors) avatars on the map and added information on gathered cash and possessed drugs on the map marker tooltips;
  • Added the ability to back up to the main menu from the game lobby as well as change the selected character while the lobby is active (will add the ability to change the character during active gameplay later, as we want to combine it with a more complex customization feature);
  • Disabled the claimed character lock – from now on players are free to select any character, even if he/she is already used by another player. This should also come in handy for sessions where multiple players come in and out as well as modded sessions with larger player counts than recommended;
  • Added a recipe list in the journal with a search tool so you can check unlocked recipes while not on a certain crafting station;
  • Added recipes for cookies and blunts made out of cannabis sativa;
  • Rebalanced prices of equipment and furniture in shops (increased some of the prices, but also reduced for some pricy equipment);
  • Added multiple new furniture to the shops, mostly new containers with inventory;
  • Buffed the storage size of already existing storage furniture;
  • Increased the output space size for multiple higher-tier crafting stations;
  • Significantly buffed the DIY table (increased the crafting query size from 25 to 100, increased output space size) as the DIY table is used for multiple purposes;
  • Removed the overly blurry depth of field effect from the game for more crips visuals and readability.

Ready to test out the changes? Have fun!

[h3]And as a usual reminder, here is what’s been fixed in the previous patches:[/h3]

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

Patch #4 incoming next week! What’ll be in it?

Dealers, another patch is on the way and it’s gonna land next week! So, what’s gonna be addressed this time?

  • Coop fixes;
  • Questline fixes;
  • Hideout fixes (among others fixed the issue with furniture placement);
  • Added stages of marijuana growth;
  • Added possibility to exclude particular types of drugs from sales;
  • Added ability to sell furniture;
  • Added ability to change the name of a hideout;
  • Added ability to delete a substance from the substance storage;
  • Added a search bar in the recipe tab in the journal;
  • And more!

You can expect a longer and more detailed patch notes in the patch #4 post next week. Cya then!

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

Even more devs! Meet the devs vol. 3

Heya! Ready to see more people involved in the production of DDS2? Hold your pants, the game is on!



Damian Roman, Nonagram studio:

Sound guy. Recording studio owner and audio engineer with over 10 years of experience. As we ​do everything you can imagine with sound, Rafał found us in our basement and we did sounds for DDS. You may expect sounds in games to be recorded in Nonagram Studio. I love working on sounds in games as it is the most immersive kind of sound design so it is a lot of creative fun to play with. I also play bass, games and sometimes even guitar. Lemmy is God.



Iga Wiśniewska, Developer

It all started with a passion for creating and experiencing art. The first ever game I had the pleasure to help with was Drug Dealer Simulator. That's how I’ve met Rafał. I was not aware then, that there was a Byterunners chapter waiting on my path. I grew to become a game producer, and had the opportunity to work on several titles. Almost two years ago I started a whole new journey as a game developer.

In my spare time, I delve into researching medieval techniques of witchcraft. I love urbex, discovering new abandoned places and writing. My familiar’s name is Chanté and he’s a Persian cat.

[h2]By the way, if you're wondering what we're going to do next, the team is busy with the following:[/h2]

  • replication issues in coop sessions (like the lack of client or employee data on joining players, empty text messages and so on)
  • analysing multiple reports considering issues with crashes

We read ALL the feedback and triage reports so we can focus on the stuff that impacts your experience the most. Stick with us, we'll keep you posted!

https://store.steampowered.com/app/1708850/Drug_Dealer_Simulator_2/

Hotfix!

Coming through with a super hot Hot Fix! It may be small but it sure will make your life easier!

Fixed an issue where it was not possible to change settings (now you can!)
Fixed an issue where settings were reset when the game was turned off (it's not an issue anymore!)

Patch #3 is here!

You asked, and we delivered! Patch #3 is here now and it's not the end of our fixing journey.

So, what's in today? Let's hear what Big Boss Rafal has to say!

Hello dealers! Rafał speaking. First, a few words from me:
We are delivering you this update with a bunch of fixes and improvements that we managed to handle in a short period. In the meantime, we also analysed multiple reports considering issues with crashes as well as replication issues in coop sessions (like the lack of client or employee data on joining players, empty text messages and so on), especially in more advanced sessions with higher progress, and dug into them more deeply.

We are already working on solutions, but they will require some time to rework chunks of our code and netcode to make the problems go away for good. We tried to implement faster ways to deliver fixes to you quicker, but they didn't do the job. With some of the solutions we have in place the engine replication starts failing at some stages in some of the gameplays, and we'll need to make some more complex changes and optimizations to do the trick. The same goes for the crashes caused by memory and object count overflows that some of you are experiencing.

We are sorry for the inconvenience the issues cause for your gameplay but at the same time, we ask for your patience and understanding. It is our first coop game and the most complex and ambitious one we've ever made, and some potential problems we just were not able to anticipate.

We also already started working on implementing multiple improvements, features and QoL changes based on all the feedback and criticism gathered for you.

They will drop with the next update along with the code reworks and fixes. We will be updating you soon on the timeframe for the future updates. Stay tuned, stay safe.

We love you all, and hope you are having fun in DDS2!

[h2]CHANGELOG [/h2]

Newly added features:
  • Added DLSS support to the game
  • Added angle-snapping (5 degrees) in equipment placement in hideouts
  • Added the ability to drag a single item when holding left Ctrl
  • Added boat speed parameter information in the shops


General gameplay and content improvements:
  • Added multiple new dealer spots all over the map based on player feedback
  • Improvements in some geometry, collisions and map areas
  • Multiple LOD and texture optimization work for the entire map and NPC's for better performance
  • Changed liter sign from small "l" to large "L" for readability


Bugfixes:
  • Fixed multiple translation issues, fixed some additional lacking translations and improved some of the languages with additional proofreading
  • Fixed bugs considering the torpedo quest (talk to the engineering task, torpedo launch issues, part gathering issues)
  • Fixed a bug with Janusz dialogue resetting after load (the fix is not retroactive, but it will start saving from now on)
  • Fixed some issues with police interactions
  • Fixed issues with gameplay settings considering older saves (input list not loading etc.)
  • Fixed some issues considering quick travel points on the map
  • Fixed issues with furniture placement in some hideouts
  • Fixed the container warehouse seller and his surroundings
  • Fixed being able to rob some cars without breaking into them
  • Other minor fixes


That is all for today, Dealers! Happy dealin'!

And just to remind you what's been done so far:

Patch #2
Questline fixes:
  • Fixed a bug preventing completion finishing the optional task to blow up a gas tank at a bandits' hideout (no tank/unable to plant a bomb);
  • Fixed a bug where Jean was getting stuck in the doors to Benita’s hideout in the “Clash of Titans” questline;
  • Fixed a bug where in some cases the crate to gather torpedo quest items was not interactable after moving away or loading the game;
  • Fixed dialogue issues regarding the moonshiner quest;
  • Fixed dialogue issues regarding Kira, preventing further game progression;
  • Fixed potential dialogue and quest issues regarding negative street cred (street cred should never be less than 0);
  • Fixed timeout issues with temporary passes to the big city (saving and loading, timeout loss when dropping or moving the item). The fix is not retroactive – it will not fix already broken pass items.


Mechanical bugfixes:
  • Fixed motorboat docking issues and prevented the levitating motorboat bug;
  • Fixed a bug where the keybind settings were not being saved properly;
  • Fixed issues with the restoring defaults not working in the settings, especially in the main menu;
  • Fixed a bug where hideout upgrades (windows and doors) were not being saved properly. The previously “lost” upgrades will not show back on the windows/doors but they will be returned to the cartel collection after the first loading of the saved game;
  • Fixed an issue where some players could experience a debt leak, causing extreme hideout power usage costs and increasing the debt fast (the issue was caused by a looped crafting query where power draining stations had their output space full);
  • Fixed issues regarding the new cartel lobby considering lobby character placement, and character selection (especially after returning to the main menu from a previous game session);
  • Prevented opening and jumping out of windows while viewing a hideout;
  • Blocked the ability to parkour through windows with bars or shutters;
  • Added the ability for window shutters to block militia gas grenades during raids;
  • Fixed multiple equipment placement issues with specific equipment or with some of the hideouts;
  • Improved visuals of the equipment placement gizmo and fixed a bug, where a solo player or host was not seeing the red gizmo color indicating the inability to place the equipment;
  • Fixed collisions for some of the map warehouses;
  • Fixed collisions on staircases in some enterable houses and hideouts;
  • Fixed recalculating hideout stats after the game was loaded.


Quality of life and content improvements:
  • Fixed UI issues on certain resolutions (character or crafting UI clipping, causing it to be unusable);
  • Added multiple missing translations and removed Polish sentences and phrases from the game;
  • Added a setting in the controls section to switch between Toggle or Hold mode for sprinting;
  • Multiple environment fixes considering paths, buildings and landscape;
  • Added the ability to pause the game and access the pause menu while using a vehicle;
  • Added a temporary “emergency teleport” option to the pause menu, which will teleport a blocked/glitched player out of geometry i an issue occurs. The option will remain available until most map/collision and parkour glitches are fixed;
  • Fixed casual client spawn points positions all over the map;
  • Fixed multiple quick travel spots (cars) positioning all over the map, and fixed some of the quick travel spots being available too early.


Patch #1
  • Added launch option (DirectX 11) that should help people with problems with too bright screen;
  • Fixed an issue where FOV can be saved and set up on the 0;
  • Fixed an issue where hiding a table might not have been possible;
  • Fixed an issue with not being able to pick up the weapon of a defeated opponent;
  • Fixed an issue where temporary passes to Bahia de Oro could be used even though they had expired;
  • Lowered the volume of the motorboat in the intro;
  • Added information about the number of unread hints in the journal;
  • Adjustment of prices of some products in stores;
  • Added additional decorative furniture to stores;
  • Added a medical post in Bahia de Oro;
  • Fixed some of the problems with translations;
  • Added credits in the main menu;
  • Other minor fixes.